00:40:13 nicolae: For now I'm going to not merge the animated armour entry. Although they're very thematic monsters, they're currently just a bad design from a monster perspective 00:40:28 Just a slow move monster with high damage, the kind of thing we've removed historically 00:40:53 If animated armours are to be some kind of interesting monster, they need a redesign from the perspective of being an interesting monster 00:40:54 <08n​icolae> no... no! 00:41:11 I'm afraid you must be punished 00:41:16 With a rotation! 00:41:18 !flip nicolae 00:41:19 (╯°□°)╯︵ ǝɐl°ɔᴉu 00:42:34 <08n​icolae> nicolae ┬─┬ ノ( ゜-゜ノ) 00:42:41 for that 00:42:44 !unflip nicolae 00:42:45 nicolae ノ( ゜-゜ノ) 00:43:00 we have a command for everything, even a command to get the orb 00:43:06 <08n​icolae> !getorb 00:43:09 <08n​icolae> pft 00:43:12 not really sure where you'd go with hostile animaed armours; dancing weapons are designed around being very effective melee monsters (fast, good defenses, highly resistant) with a notable lack of sinv 00:43:45 a little hard to see how to make them interesting without them being another version of dancing weapon 00:44:13 varying weapon damage is a lot more interesting than varying, say, AC, even if you make the armors fast or normal speed 00:44:31 <08n​icolae> make it so animated armours can voltron together with dancing weapons 00:44:46 equipment abominations 00:45:43 oh, small commit message title tip: aim for 50 characters or less, so for instance I changed yours down to "Add new entry subvaults for the Hall of Blades" 00:46:17 this is so the commit title line can be seen in those single-line commit summaries 00:46:30 <08n​icolae> noted 00:46:39 for the commit message body, people use a longer line length like 70 00:47:48 god, now if feels like we need to put dancing launchers in the main HoB 00:47:58 dancing javelins 00:48:04 that throw themselves at you 00:49:19 <08n​icolae> even i didn't try to try dancing throwing weapons 00:50:18 just tried, doesn't work 00:50:35 needs a viable launcher item 00:50:45 fr: unrand that shoots javelins 00:51:25 <08n​icolae> at some point i thought about an unrand launcher that would fire pretty much anything. no idea how to implement or balance it 00:51:35 <10P​leasingFungus> https://chris.beams.io/posts/git-commit/#limit-50 talks about this 00:52:39 4. Do not end the subject line with a period 00:52:48 ^ the only rule that matters 00:54:04 yeah that post recommends 72 characters for message body 02:20:46 Unstable branch on cbro.berotato.org updated to: 0.27-a0-1557-g57f10a385c (34) 03:32:46 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-4217-g7c68dc2372 04:00:17 Fork (bcadrencrawl) on crawl.kelbi.org updated to: 0.03-607-g7e70886279 09:12:15 also, dancing armour may be missing some bits of code that other dancing weapons have 09:12:41 the most obvious one is that placements without explicit armour specified might be weird, but iirc there was a bunch of other stuff not there 09:13:06 because they were written to be summoned only 13:02:03 <08n​icolae> 😔 13:02:21 <08n​icolae> one day... one day i will manage to get an inattentive player one-shot by a walking crystal plate armour 13:06:20 Unstable branch on crawl.akrasiac.org updated to: 0.27-a0-1557-g57f10a3 (34) 13:46:42 <06a​dvil> have you considered dancing arbalests 13:47:06 <08n​icolae> oh definitely 13:47:35 <08n​icolae> also, and maybe i've forgotten something, but i think that if you specify "any weapon" for a dancing weapon's inventory, it can place ranged weapons 13:47:51 <08n​icolae> i have (just submitted) at least one vault that explicitly places ranged weapons 13:47:56 <08n​icolae> i don't know if i have arbalests yet 13:48:08 <08n​icolae> also an animated crystal plate armour has a punch that does like 110 damage 16:34:30 03kate-02 07* 0.27-a0-1558-g458e30bab1: Add Nemelex card ability info to the quiver 10(7 minutes ago, 3 files, 12+ 2-) 13https://github.com/crawl/crawl/commit/458e30bab10e 16:53:10 Unstable branch on crawl.kelbi.org updated to: 0.27-a0-1558-g458e30bab1 (34) 17:00:19 03kate-02 07* 0.27-a0-1559-g299f9947c5: Fix a description typo (Goratrix) 10(in the future, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/299f9947c52c 17:18:26 Unstable branch on crawl.kelbi.org updated to: 0.27-a0-1559-g299f9947c5 (34) 18:23:08 Unstable branch on underhound.eu updated to: 0.27-a0-1559-g299f9947c5 (34) 18:39:43 03kate-02 07* 0.27-a0-1560-g8cdb131401: Don't start Recite's cooldown until ending recitation 10(2 minutes ago, 2 files, 2+ 2-) 13https://github.com/crawl/crawl/commit/8cdb131401a2 18:48:32 Unstable branch on crawl.kelbi.org updated to: 0.27-a0-1560-g8cdb131401 (34) 18:53:44 Correct me if I am wrong, but right now if you press '5', you wait for min(50, "fully healed"). (Or is it 100?) Imo, for default setting it would be much better to wait until you're fully healed no matter how long it is (if you're not DD) or wait for 50(100) if you're fully healed. 18:55:14 you wait for min(100,some stop event) where fully healed is one of the stop events 18:55:35 along with recovered mana, something coming into range, etc. 18:55:58 Right now when I go upstairs I press 'o' to heal up (I have explore_auto_rest = true) because it's one key. Otherwise I'd have to press '5' several times, which is inconvenient. 18:57:17 And sometimes I waste several hundred turns (and piety) because of that. 20:22:55 <08n​icolae> i guess wizmode doesn't like it when you &R the vestibule of hell and then try to leave through a door 20:35:52 <10P​leasingFungus> yermak: part of the reason for the limit is to make it less likely that some bug or corner case will make you wait indefinitely 20:36:19 <10P​leasingFungus> could maybe raise it to 200 turns or something though? 20:36:56 Isn't it possible to make an ASSERT than jumps out after you've been waiting for 1000 turns? 20:38:50 It's just that waiting 100 turns when you don't need to heal is already too many imo. 20:41:11 I'd prefer something like 20:41:12 if (fully_healed) then wait(min(50,stop_event)) 20:41:12 else wait(min(400,stop_event)) 21:35:45 <08n​icolae> quick question: i'm working on some more hell branch subvaults for the Waiting Room of Hell, what's the policy on having the entrances to the various sub-hells be behind lava/deep water/iron grates/whatever, should players expect to be able to walk right into the sub-hells or are we allowed to be like "lol learn to dig and or fly" 21:58:31 New branch created: macros-redux (1 commit) 13https://github.com/crawl/crawl/tree/macros-redux 21:58:31 03advil02 07[macros-redux] * 0.27-a0-1527-gdf64cffa63: feat: macro menu, the final form 10(17 minutes ago, 9 files, 533+ 274-) 13https://github.com/crawl/crawl/commit/df64cffa6348 22:01:32 whew 22:01:34 that was a project 22:01:59 I think that's basically ready to merge if tomorrow is feature freeze, but I'll sit on it for a day or so 22:03:28 <09g​ammafunk> wow, yeah looks like that was a good bit of work 22:09:03 04Build failed for 08macros-redux @ df64cffa 06https://github.com/crawl/crawl/actions/runs/1035994635 22:13:29 guess I gotta recheck all the builds 22:25:19 03advil02 07* 0.27-a0-1561-g6b5ea614c1: feat: explicitly mark dj staff limitations 10(58 seconds ago, 4 files, 44+ 17-) 13https://github.com/crawl/crawl/commit/6b5ea614c104 22:29:44 03advil02 07[macros-redux] * 0.27-a0-1562-g6decc6ef03: feat: macro menu, the final form 10(48 minutes ago, 9 files, 535+ 274-) 13https://github.com/crawl/crawl/commit/6decc6ef0365 22:38:54 <10P​leasingFungus> @advil i might like the idea of adding staff skills to useful ones 22:39:24 <10P​leasingFungus> might just be confusing if you’re carrying random junk? unsure 22:39:40 03advil02 07* 0.27-a0-1562-gb82cc645e0: fix: clarify dj staff wording 10(57 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/b82cc645e0ed 22:39:55 what would that do? I wasn't immediately sure what the consequences would be 22:40:00 default enable the skills? 22:40:09 s/enable/show 22:40:40 <10P​leasingFungus> that’s it ya 22:40:50 <10P​leasingFungus> just showing em in the skill menu 22:40:57 <10P​leasingFungus> without having show useless on 22:41:22 <10P​leasingFungus> also, wow 22:41:27 <10P​leasingFungus> the final form 22:41:31 <10P​leasingFungus> of macros 22:41:35 <10P​leasingFungus> so powerful… 22:42:01 <10P​leasingFungus> do you remember what we were talking about using to save in-game editable options? 22:44:01 yes 22:45:01 persistant options file 22:45:13 -!- ProzacElf_ is now known as ProzacElf 22:45:15 I'm planning on using it to save the current settings for the consumables panel 22:45:35 <10P​leasingFungus> hm 22:45:44 <10P​leasingFungus> this gives me ideas 22:45:56 <10P​leasingFungus> please ping me when you make a relevant commit 22:46:01 will do 22:46:02 <10P​leasingFungus> so i can use it as a reference 22:46:05 <10P​leasingFungus> thanks! 22:46:15 <10P​leasingFungus> big fan of the new menu btw 22:46:46 thx 22:47:01 depending on feature freeze I was even thinking of adding a few basic options somewhere? like toggle show_more, maybe some of the console ones that keep it from looking terrible 22:47:32 for boolean or n-valued options it shouldn't be hard to do it with current Menu code 22:48:54 Unstable branch on crawl.kelbi.org updated to: 0.27-a0-1561-g6b5ea614c1 (34) 22:53:16 I wonder if skills like this, if 0, should only show up when the staff (or weapon for pain brand) is wielded? 22:53:51 03advil02 07* 0.27-a0-1563-g2c003e96b8: feat: unhide staff skills in skill menu (PleasingFungus) 10(5 minutes ago, 1 file, 7+ 1-) 13https://github.com/crawl/crawl/commit/2c003e96b82d 22:54:19 that would cut down on the confusion from carrying random things 22:58:23 <06a​dvil> haha I have to admit I just looked at the scrollback and realized I somehow read "I might like" as "I like" 22:58:47 <05k​ate> i think if you're carrying a pain weapon or a staff around you probably either have the skill already or plan on training it, so showing the skill even at 0 sounds fine to me 22:59:23 <05k​ate> i guess it's feasible that you might carry a staff you have 0 skill in as a resist swap but that'd only be like, one skill at most probably 23:00:18 <06a​dvil> sounds good 23:00:26 <06a​dvil> esp in that that is now the status quo 😄 23:00:54 <06a​dvil> I wonder if there's a hypothetical future in which the skill menu could indicate how a skill relates to items you are carrying or spells you know 23:01:15 <06a​dvil> beyond just being disabled or not 23:01:41 <06a​dvil> by disabled I mean hidden 23:03:35 Unstable branch on crawl.kelbi.org updated to: 0.27-a0-1563-g2c003e96b8 (34) 23:19:36 <10P​leasingFungus> advil: yeah, if you don't add some basic options i might 23:19:51 <10P​leasingFungus> depending on energy levels 23:19:57 <10P​leasingFungus> that's one of a couple of projects i'm more enthusiastic about 23:20:15 <10P​leasingFungus> of course baby is a bit higher priority... 23:40:52 04Build failed for 08macros-redux @ 6decc6ef 06https://github.com/crawl/crawl/actions/runs/1036061700